// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct spvDescriptorSetBuffer0 { constant float4* uColor [[id(0)]]; texture2d uTexture [[id(1)]]; sampler uTextureSmplr [[id(2)]]; }; struct main0_out { float4 oFragColor [[color(0)]]; }; struct main0_in { float2 vTexCoord [[user(locn0)]]; }; fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; float alpha = spvDescriptorSet0.uTexture.sample(spvDescriptorSet0.uTextureSmplr, in.vTexCoord).x * (*spvDescriptorSet0.uColor).w; out.oFragColor = float4((*spvDescriptorSet0.uColor).xyz, 1.0) * alpha; return out; }